#include "BasicVS.hlsli" struct VS_INPUT { float4 Position : POSITION; float4 BlendWeights : BLENDWEIGHTS; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float4 Colour0 : COLOR0; float4 Colour1 : COLOR1; float2 Texcoord0 : TEXCOORD0; float2 Texcoord1 : TEXCOORD1; float4 Tangent : TANGENT; }; VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID) { VS_OUTPUT output; float3 bpos, bnorm, btang; BoneTransform(input.BlendWeights, input.BlendIndices, input.Position.xyz, input.Normal, input.Tangent.xyz, bpos, bnorm, btang); float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid); float4 cpos = ScreenTransform(opos); float3 onorm = NormalTransform(bnorm); float3 otang = NormalTransform(btang); float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled float4 lightspacepos; float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos); output.LightShadow = lightspacepos; output.Shadows = float4(shadowdepth, 0, 0, 0); output.Position = cpos; output.CamRelPos = opos; output.Normal = onorm; output.Texcoord0 = GlobalUVAnim(input.Texcoord0); output.Texcoord1 = input.Texcoord1; // input.Texcoord; output.Texcoord2 = 0.5; // input.Texcoord; output.Colour0 = input.Colour0; output.Colour1 = input.Colour1; output.Tint = tnt; output.Tangent = float4(otang, input.Tangent.w); output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0); return output; } /* WIND FOR CLOTHING mul r1.xyz, v8.xxzx, umGlobalParams.xxyx //colour[1].XXZX mul r1.xyz, r1.xyzx, umPedGlobalOverrideParams.xxyx mul r0.w, v8.y, l(6.283185) //colour[1].Y mul r2.xyz, umPedGlobalOverrideParams.zzwz, umGlobalParams.zzwz mad r2.xyz, globalScalars2.xxxx, r2.xyzx, r0.wwww sincos r2.xyz, null, r2.xyzx mad r1.xyz, r2.xyzx, r1.xyzx, r4.xyzx //OUTPUT - r4 is base bone transform, r1,r2? translation: r1.xyz = umGlobalParams.xxy * umPedGlobalOverrideParams.xxy * vc[1].xxz; r2.xyz = umGlobalParams.zzw * umPedGlobalOverrideParams.zzw * globalScalars2.xxx + (vc[1].y * 6.283185) pos.xyz += r1 * cos(r2); */